how much chip damage on the block do you think it does? to be honest i have no clue what so ever. I just want to know for future reference.
For a chip team, I use SilSam (launcher), Sonson (AAA), Doom (AAA)
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SilSam/doom:
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-SilSam/Doom does some of the most chip damage for just 1 meter. Drop doom, FP star xx Star super. Midscreen, this does ~20-25% chip damage. In the corner, ~ 30+% chip damage
-In the corner, you can tag on 2 supers for even more chip damage. Drop doom, FP star xx Star super, FP star xx Star super does ~60 chip damage. If you started it off in the corner with: Launch, sj.lp, lk, lp, lk, fp, fk, land, drop doom (opp blocks), FP star xx Star super, FP star xx Star super. Total damage is ~80-85% and a majority is coming from chip damage.
-The only power up I use with SilSam is his fire power-up. Not only does he do increased damage, but it also increases the amount of chip damage he does. Also, each flamed normal hit does 1 point of chip.
-[Fire mode] drop doom, FP star xx Star super. Midscreen: ~25-30%, corner: ~35-40+%. In the corner, if you do: j.fp, s.fp, s.fp + doom, FP star xx super, s.fp, s.fp, FP star xx super, its ~70-75% chip damage.
-[Fire mode] in corner: Launch, sj.lp, lk, lp, lk, fp, fk, land, (opp blocks) drop doom, FP star xx star super, s.fp, s.fp xx FP star xx star super does ~90+% damage. Most from chip.
-Another good thing about the fire mode is SilSam has a semi-infinite off of the star super. In corner: c.lk, c.lk xx star super, then star super as they fall. Midscreen: juggle with a FP xx star xx Star super. The damage it deals is nothing impressive, however when done in the corner: you get a free c.fp launcher after the super hits > chipping setup.
-SilSam has one of the best instant overheads with j.fk. I think it hits everybody in the game, with the exception of roll and servbot. After an air combo midscreen, i like to mix it up with either a dash in c.lk + sonson or IO j.fk + sonson. If either setup hits, you can do a lightning super for good damage. Another good thing about his IO j.fk is that it has a lot of range for an attack. Vs some characters, you can j.u/b + FK and still get the overhead while putting some distance between you and the character. If its blocked, you’re pretty safe. They might call an assist, but you’re in a good position to punish with a lightning storm. You can also hit confirm the j.fk, call in sonson, Lightning storm.
-I always keep SilSam on 1 meter for assist punishing reasons.
-DHCs into sonson in corner: If you only have 2 meters: Drop doom, Fp xx FP star xx super, DHC into super monkey. Hold down, tap kicks. This super does ~40-45% chip damage. Its a bit less than if you were to do 2 star supers, but its a good option if you really want to get SilSam out of there. With 3 or more meters, doing two star supers xx DHC monkey does about 60-70% chip. A good option if the DHC is going to kill the character.
Sonson/Doom:
-While sonson/doom doesn’t do as much chip damage as Silsam/Doom or doesn’t have as many chipping options as the other duo. She still does fairly will in that department. In corner: drop doom, super monkey. Hold down, tap kicks does ~30-35+% chip.
-She is a lot more mobile than silsam and can easy combo into her staff super. Being able to easily combo in her super and the amount of damage it can do with a lightning storm DHC easily makes up the lack of chip damage options.
-In corner: (blocked) c.lp, s.fp + doom xx wall run, lp monkeys, air dash fp, land, repeat. Its a bit of a ghetto lockdown with the rocks and the monkeys. If they SJ or sj xx ad out of it, you can try to tag on a staff uppercut from the air dash. If it hits, you can cancel into the staff super. And its safe on block. You can even try for another staff upper if its blocked. You can also do c.lp, s.fp + doom xx super monkey to try a chip them to death if they’re low health.
-Corner/midscreen: (blocked) c.lp, s.fp xx staff upper is pretty safe on block and i believe she has instant recovery when she lands. For a mix up game you can do: another staff upper after you land, Drop doom + ground call behind opponent, hop back, super monkey.
-A key note on the chip damage of sonson’s super monkey. If you’re too close/too far, it does less chip. The key range you’re looking for is about a s.lp, s.fp, s.fk distance away.
…Thats all for now. I’ll post more stuff on the team tomorrow.
the thing with thc (besides getting you high) is that you also need to be able to charge up your super meter super fast too. not always the easiest thing to do when your going for crazy chip damage.
btw servbot’s balance type does some crazy chip. i i remember doing 5 in a row on someone who was blocking and took them out even though they had almost full health.
bbhood is crazy good at building meter
bbhood is the shit. i need to learn to use her. what are good ways to build meter?
generally it’s lot’s of holding back while dropping mines and charging for rockets REPEAT over and over. with doom, it’s sick. you can throw fast rockets and slow, low and high, follow them up with a jumping HP, repeat. do it defensively, get them in the corner and just use crazy mines xx rockets. ugh. bbhood is so fun.
jumping mines are great too. some of these chars mentioned for THCs are either really good at building meter…or they don’t really use their meter for a much better reason.
nice. i like bbhood but i can never really do much with her. in terms of street fighter i do prefer charge characters. but with marvel charge characters dont seem to work the same. i even started playing vampire saviors just to learn her. but even in that games shes so hard to use for me. though i do love playing mind games with her double jump and j.hp
but as for marvel i just get worked using her. shes still worth learning though.
Indeedy, BBHood is battery of most chip teams. Super Jump mines, mines xx rockets, rocket xx covering assist, for example: Juggs dash, covered by a BBHood rocket is a sick setup: on hit, they take a ton of damage, on block, safe and you’ve generated meter, on block and they try to punish, rocket hits them and they’re knocked down. Meter and good damage.
Or if you want to go mega basic, Megaman/BBHood with a chip 3rd assist.
Jump HP megabuster, BB Proj assist. Rinse and repeat. Most lower tier characters have no way of getting round this, except to super jump and then you just SJ yourself, firing megabusters shots in the air, land and repeat.
Chip them to about 50% health, then THC when they’re grounded.
Note, this gets * considerably* harder against top tiers. Air coverage is your worst enemy. Storm will just fly off and typhoon you etc.
You can try and counter this by using CapCom. Captain Sword helps out a bit by covering the sky.
I like BB. I’m not that great with her, but there are a lot of positives. She is very good at punishing assists, for one. st.HK mines can provide protection from non-super armored attacks. Obviously, she has a fantastic super. She builds meter fairly quickly. For example, if a Storm is running away, BB can build meter faster than Storm, with j.HKs.
One thing people tend to forget with her is that you can hit confirm her ground mine into her hcf + kk super… very nasty for those storm/magz rushdown that get hasty and land on it. She seems to own sent for free as well. She can sneak in low missles that go under his shit in between his ranged attacks… her cruel hunting super counters out hsf completely… her tiny size, double jump, and huge ranged moltovs seem to largely beat him the air.
Obviously in spite of her great matchup with him… her low stamina makes mistakes very painful if not immediately fatal.
this thread has shown me the glory of bbhood/strider/doom. woohoo!!!
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sleeve > " this thread has shown me the glory of bbhood/strider/doom. woohoo!!!"
You the one I was playing last night on psn? took sabertooth squad and hulk squad against someone playing a lot of BB/stider/doom…
probably not. i donno. my psn is ninja318318. add be if you wanna go a few rounds.
Any THC that involves the initial character initiating with a solo combo previous, is a good THC…
Jill/Juggernaut/BBHood
Cable/Juggernaut/BBHood or IronMan
Rogue/Juggernaut/BBHood
Etc…
These allow for better overall THC usage, because most THC’s are not used because the commands cant be stringed from a previous combo. Working on THC’s that are safe, damaging and just best to use are worth practicing with.
Chip Teams
Strider/Doom/Sent (Obvious)
Spiral/Doom/Sent
IceMan/Doom/Sent
Storm/Doom/Sent
Shuma/SilverSamurai/Doom (Great chip team)
Etc…
Chipping is a great tactic, but I wouldnt advise that style (beause Im a combo guy). Use it in spurts, like when you have your opponent in the corner or when they are trying to rushdown. Doom’s assist really helps against rushdowners, so use Doom often. Use it after a aerial combo, to really lockdown the opponent. One team that has a lot of chip damage is the Shuma/Silver/Doom team. With Shuma, use cr.lk, cr.lp2 w/Doom or Silver proj. That takes a nice amount of chip damage. Also with Shuma, hold back+ LK or HK w/Doom for nice chip damage. He performs the “Mystic Smash” that bounces off the opponent and comes down away from them, with Doom’s rocks solidifying a safe landing. I would use this after connecting with “Mystic Stare”, the eyeballs. But play smart, and choose when to do Mystic Smash.
With SilverSamurai, well you can just throw shurikens w/Doom anti-air or Shuma expy type. They both do a lot of chip damage, and you can cancell shurikens into the choi shurikens for great chip damage. Doom w/Shuma expy type is one of my favorite chip tactics. cr.LP2, stand.HK w/Shuma + rocks at the end. The cool thing about this is, when Shuma connects, it pulls the opponent towards you, but when the rocks come out, the opponent is pushed away from you. So, it looks like they are dancing are some shit. Those are some cool chip teams and tactics to use…
Uh, that’s funny, because all of the THC teams you listed work just fine from c.short, c.forward XX THC.
Dude, seriously, stop posting. You’re embarassing yourself and poluting the waters for anyone who doesn’t know better and thinks you may know what you’re talking about. I was really hoping the banhammer you already got for the same reason might have helped clue you in on that, but the mass of posts from the 21st show it hasnt.
[quote=“Toodles, post:35, topic:88420”]
Uh, that’s funny, because all of the THC teams you listed work just fine from c.short, c.forward XX THC. QUOTE]
Any THC that involves the initial character initiating with a solo combo previous, is a good THC…
Jill/Juggernaut/BBHood
Cable/Juggernaut/BBHood or IronMan
Rogue/Juggernaut/BBHood
Etc…
These allow for better overall THC usage, because most THC’s are not used because the commands cant be stringed from a previous combo. Working on THC’s that are safe, damaging and just best to use are worth practicing with.
All you did was second what I said… Was it really neccesary to mention how you can cr.lk into THC, opposed to a more damaging previous combo Ex: a 4 or 5-hit combo xxx THC?
???(0_0)???
Waste of time in typing…Jeez.